# How to integrate group buses in UE to be controlled within in game audio settings

**URL:** <https://qa.fmod.com/t/how-to-integrate-group-buses-in-ue-to-be-controlled-within-in-game-audio-settings/21299>\
**Category:** Unreal Engine\
**Created:** [February 28, 2024, 12:31pm UTC](https://qa.fmod.com/t/how-to-integrate-group-buses-in-ue-to-be-controlled-within-in-game-audio-settings/21299 "2024-02-28T12:31:36Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![LaurenceNembhard](https://avatars.discourse-cdn.com/v4/letter/l/e68b1a/32.png) [@LaurenceNembhard](https://qa.fmod.com/u/LaurenceNembhard)\
**Post date:** [February 28, 2024, 12:31pm UTC](https://qa.fmod.com/t/how-to-integrate-group-buses-in-ue-to-be-controlled-within-in-game-audio-settings/21299/1 "2024-02-28T12:31:36Z")

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Hi there,

Can someone please explain how the buses in FMOD studio are integrated and connected to Unreal engine’s mixer classes?

I am trying to create in game audio settings that correspond to the group buses in FMOD studio e.g “sound effects”/“music”/“voice” so they can be controlled with sliders by the player.

A clear explanation on how this is achieved would be greatly appreciated,

Thanks in advance!

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**Author:** ![Connor\_FMOD](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/connor_fmod/32/3685_2.png) [@Connor\_FMOD](https://qa.fmod.com/u/Connor_FMOD)\
**Post date:** [February 29, 2024, 4:47am UTC](https://qa.fmod.com/t/how-to-integrate-group-buses-in-ue-to-be-controlled-within-in-game-audio-settings/21299/2 "2024-02-29T04:47:45Z")

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Hi,

It is possible to control a Bus from a blueprint, the nodes can be found here: [Unreal Integration | Blueprint Reference - Bus](https://fmod.com/docs/2.02/unreal/blueprint-reference-bus.html).

Here is a Blueprint example of setting the volume of a bus with a button press:

 ![image](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/0/0cad133000afe47b00b40684d4385919a05eda5d.png)

Hope this helps!
